Our Mysterious Benefactor |
Pathfinders hustle about the grounds of Woodsedge Lodge, checking in, mustering in units, unloading and delivering supplies, cooking, and socializing. The atmosphere is tense but excited. The Maze of the Open Road is a place of legend that few Pathfinders have had the honor of traversing. Once dangerous, the Maze was recently repaired by Eliza Petulengro of the Decemvirate, and news that the Maze is once again malfunctioning has led to intense speculation among the gathering Pathfinders. Cutting through chaos and gossip alike, Venture-Captain Armeline Jirneau takes the lead, ensuring everyone gathers in their assigned units and tends to their duties.
"Pathfinders! Once again I have a list of duties that need doing. And as you're the sort who do what needs done, connect the dots."
The tasks are:
ESCORT:
Relevant Skills Nature, Perception, Survival
LAST MEAL:
Relevant Skills Cooking Lore, Society, Survival
MAGICAL INVESTIGATIONS:
Relevant Skills Arcana, Nature, Occultism, Religion
MUSTERING:
Relevant Skills Diplomacy, Perception, Society
REASSURANCE:
Relevant Skills Deception, Diplomacy, Performance
SUPPLIES:
Relevant Skills Athletics, Society, Survival
First two PCs to agree on a task set that in motion! Go!
Scratch Steeltoe |
Scratch makes his way to the hub of excitement, fresh off his own stirring morning routine of foraging for some breakfast and deposition of yesterday's. "If yer needin' supplies gathered or people escorted I'm yer Dwarf." so long as they don't talk too much or question my sound advice that is.
A scurvy looking backwoodsman with at least two centuries of experience under his belt picks a bit of jerky from between his teeth. "Best way to survive for the unknown is to be prepared fer it. Then, when the time's right, blast it to smithereens or bury it under a mountain of rock, never to be seen again."
Scratch's trappings include a bulging backpack stuffed with all manner of useful things only he can imagine, but more visible are a pair of firearms: a long rifle and a short barreled scattergun slung over his shoulders. He keeps his armor light and mobile for the road ahead, an aged suit of leather armor keeps his body odor somewhat contained. "So, who's with me?"
Escort, Last Meal, or Supplies are right up Scratch's alley.
Professor Whitegourd |
Professor Whitegourd nearly bounces with excitement, their little white-pumpkin head bobbling around. Remarkably their glasses with frames made of vines don't fly off their face.
Leaning ever so slightly on an ashen staff after that bout of exuberance they smile and speak.
"Oh boy, I've never been to Galt before!"
And then line up near Scratch.
Lets do Escort
Our Mysterious Benefactor |
Escort to start!
Verdant Wheel faction leader Urwal walks amid the gathered Pathfinders. He checks each person’s face before shaking his head and moving on to the next. “There are Pathfinders unaccounted for. Although the upcoming mission will be dangerous, Galt is not a land it would do to get lost in. Find our wayward companions and bring them here so no one gets left behind.”
Each PC may attempt a check or aid. The relevant skills are Nature, Perception, Survival
Professor Whitegourd |
Professor Whitegourd hops to it "Always happy to be of help Urwal."
Before studying the local terrain for paths and trails and signs of where the missing Pathfinders might have gone to.
nature: 1d20 + 12 ⇒ (14) + 12 = 26
Scratch Steeltoe |
Scratch offers up a handshake to Professor Whitegourd "Not quite sure just what you are Gourdy, but welcome to the team." Must be one of them plant leshy things I saw wanderin' about the Queen of Thorn's place.
"Search n Rescue? Gourdy you do the searchin', leave the rescuin' up to ole Scratch here." He takes off down one of Whitegourd's suggested routes and checks it for signs of passage.
Survival: 1d20 + 8 ⇒ (9) + 8 = 17
Nal Bagura |
A svelte deep gray half-elf dressed in black from head to toe follows after Professor Whitegourd and Scratch Steeltoe.
While Scratch searches low for footprints and bent twigs, Nal keeps her black eyes up, scanning for hiding spots, obvious landmarks that the lost Pathfinders may have used, or any signs of smoke from a campfire.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Franzine Morgenstern |
We're not off into the woods yet, right? It sounds like we're just looking for Pathfinders that haven't made it to the meeting area yet.
A half-elf woman with long blonde hair and a toned physique appears and joins the group. Wearing polished plate mail and a tabard of the Iomedaean clergy, she appears to be mostly human except for the slightly pointed ears and bright green almond shaped eyes. A gleaming longsword is sheathed at her hip and a sturdy metal shield is slung over her back.
She gets alongside the svelte half-elf woman and introduces herself.
"Greetings. I'm Franzine."
She raises a hand in greeting and offers a friendly smile.
"I had a long day today performing my duties at the temple. I'm glad I'm not too late. I heard we're supposed to find some Pathfinders that haven't made it to the meeting area yet. I'll search this way."
Franz heads over to the dormitory and looks for any stragglers to bring back to the gathering area.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Elsha Ustosh |
Apologies for the late start. <garfieldVoice>Mondays...</garfieldVoice>.
A tall, slightly awkward Garundi man appears. He starts to introduce himself, halts, and then laughs sheepishly. Smiling warmly, as part of an attempt to start over, he tries again.
H-h-hello. I'm Elsha.
He looks around the group and exchanges names in introduction. He lights up first at Scratch. Scratch! It's good to work with you again. Remember the Mwangi jungle? So what are we getting at here?
Nature: 1d20 + 6 ⇒ (9) + 6 = 15
Scratch Steeltoe |
Scratch looks up from sniffing a pile of fresh scat "I recognize that stutter, Elsha, how we doin'?" He gives the man a hearty handshake and a look over. "Guess those mucky mucks up top figured we got back alive last time may as well have another go at us eh?"
Our Mysterious Benefactor |
You manage to gather up the missing Pathfinders and return them to the muster area! Each PC receives a lesser healing potion from Urwal as thanks for their efforts.
Next task? Last Meal, Magical Investigations, Mustering, Reassurance or Supplies? I have a vote for Last Meal or Supplies from Scratch.
Our Mysterious Benefactor |
Supplies it is!
Vigilant Seal faction leader Eando Kline sifts through crates and wagons, divvying gear up into piles. “Help me sort this equipment according to the supply list, then deliver it to the assembling teams. We need to ensure everyone is well equipped for the upcoming mission.”
Relevant skills are: Athletics, Society, Survival
Scratch Steeltoe |
Sortin' gear? What is this, day one of boot camp? Scratch starts rummaging through things, looking for anything he could put to use.. and some stuff for everyone else... maybe.
Athletics: 1d20 + 8 ⇒ (1) + 8 = 9
"So any of ya ever had skunk jerky bafore? I got a bit here leftover I think from last week?"
Professor Whitegourd |
survival: 1d20 + 10 ⇒ (12) + 10 = 22
Professor Whitegourd shows their allies how to properly sort produce to help make sure the oldest fruits and veggies get eaten first to help the supplies go longer.
Franzine Morgenstern |
Franzine attempts to load up as much gear in her arms as possible before distributing them to the waiting Pathfinders.
Athletics: 1d20 + 10 ⇒ (17) + 10 = 27
Nal Bagura |
As everyone bustles around, Nal takes stock of who this gear will be serving and tries to manage what goes where so that each Pathfinder has gear that works for them. It wouldn't do to have halfling-sized items assigned to a half-orc after all.
Society: 1d20 + 5 ⇒ (15) + 5 = 20
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
A hush falls over the gathered Pathfinders as Venture-Captain Armeline Jirneau ascends a podium erected outside the entrance to the Maze of the Open Road. “Welcome to Woodsedge, Pathfinders! Thank you for coming. As many of you know, the Maze of the Open Road is an interdimensional pathway built long ago by Forest King Narven Feathereyes as a gift for the Society. Time was not kind to the maze, but thanks to the efforts of Eliza Petulengro and other Pathfinders, it was repaired.
“Recently, the maze’s paths realigned and now all point to a single location. Our investigations indicate this isn’t a problem with the Maze of the Open Road but an outside source—a beacon—that’s attracting the paths. The maze is of critical importance to many missions and must remain available. Our mission is to fix this strange anomaly.
“We traverse the Maze of the Open Road to an unknown destination. Although this is an exciting opportunity to explore new horizons, our mission is not exploration. Our mission is to find the beacon and sever its connection to the Maze of the Open Road. Prepare yourselves! We leave shortly.”
After a few minutes to allow for any last-second preparations, Venture-Captain Jirneau leads the assembled Pathfinders into the Maze of the Open Road. ”Stay close, we won’t be here long.”
Armeline guides the Pathfinders through the maze with confidence, while Eando Kline, faction leader of the Vigilant Seal, takes the rear, ensuring no Pathfinders get left behind. Armeline hesitates only a moment before plunging through a shimmering portal, out of the Maze and into the unknown.
Following her lead, the Pathfinders arrive in a large stone chamber with red stone walls and polished tan floor tiles, lit by a luminous arch rising from a central raised platform. The chamber has three side chambers and one exit. “Fan out, Pathfinders!” Venture-Captain Armeline orders. “Secure the area.”
Table GMs, please begin Part 1
Elsha Ustosh |
Elsha smiles warmly, replying to Scratch. W-w-we're doing well.
The alchemist looks over the pile of gear and attempts to extract patterns of order from the chaos.
It's no different from a p-pile of alchemical extracts. You just have to know what to mix...
Society: 1d20 + 9 ⇒ (3) + 9 = 12 oof
Professor Whitegourd |
Whitegourd nods to their allies, ready to go.
Azu Azan |
Azu hustles along, catching up to the group as the venture captain plunges through the portal. Azu and his companion follow as he finds his group. "Sorry to be late. Apparently Anjo is still on another adventure and they asked for me to takes his place." The ranger distractedly pets his dromeosaur at his side.
"What did I miss?"
Professor Whitegourd |
Professor Whitegourd bounces in excitement "More friends! Welcome Azu, we've been helping out at camp but now we're securing the area!"
Our Mysterious Benefactor |
Supplies! Each PC receives their choice of a lesser antidote or lesser antiplague as part of their assigned equipment. For levels 3–4, add lesser cheetah’s elixir and lesser eagle eye elixir to the list of items they can select from.
OKay, you emerge into an area with the arch, three rooms and an exit. You can examine the rooms OR immediately head out through the exit. The rooms/items are the Eternity Arch, an ablution chamber, a dressing chamber, and an ovoid vault. First two to agree make the choice.
Franzine Morgenstern |
Will take an antiplague & cheetah elixir.
"What's this over here? It looks like some sort of washroom. I wonder if they're offering spa treatments before our journey?"
Franz heads towards the entryway of the ablution chamber.
Professor Whitegourd |
Professor Whitegourd hurries along with Franzine "How interesting!"
Nal Bagura |
Nal nabs a lesser anitdote and hustles forward. As Franzine heads to the ablution chamber, Nal slips ahead of her to scout the way.
Perception +8 with darkvision: As soon as she enters the next room she's looking for hazards/threats.
Scratch Steeltoe |
Antidote for Scratch, thanks.
"Hey they got free stuff over here, in case ya missed it." Scratch hollers before sneaking along at the back of the procession, chuckling to himself.
Leave it to the ladies to need to use the crapper at the last minute. Best I stay out here or it'll take ferever. Scratch keeps to the doorway.
Our Mysterious Benefactor |
This side chamber contains a fountain that pours water into a large stone
washing basin. Religion check!
Franzine Morgenstern |
Cheetah elixir it is, then.
"It looks like a place to wash for ritualistic purposes. It must be dedicated to a deity. That fountain is quite alluring."
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
Professor Whitegourd |
lesser eagle eye here.
Professor Whitegourd dips a root just barely into the water to see if it tastes fresh.
Elsha Ustosh |
Supplies! Each PC receives their choice of a lesser antidote or lesser antiplague as part of their assigned equipment. For levels 3–4, add lesser cheetah’s elixir and lesser eagle eye elixir to the list of items they can select from.
an antidote
Elsha follows behind the others into the side chamber.
Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Wh-what's alluring about it? S-seems just like a washroom fountain.
Franzine Morgenstern |
"It just seems so... enticing, Elsha. You know, refreshing. Maybe I'm just really thirsty or could use a freshening up. I don't know."
Franz shrugs.
Elsha Ustosh |
The alchemist looks confused for a moment, and turns to stare at the fountain and see if it has any effect on him.
Hmm, n-nothing. Maybe it'll make me th-th-thirsty too.
Our Mysterious Benefactor |
While the lads debate the merits of cleanliness, Franzine knows this is a ritual purification station. used to ritually clean oneself before entering a sacred space! The water is clean, clear and tastes vaguely metallic to the Professor.
To speed us up!
Dressing Chamber: Three rows of wooden hooks protrude from the stone walls in a line around the perimeter of this side chamber, one row at 3 feet above the ground, one at 5, and one at 9. A black wood bench is in the chamber’s center. Society Check!
Eternity Arch: The arch in the chamber’s center is 15 feet wide, 25 feet tall, and constructed of a luminous crystal that sheds bright light. Arcana or Religion!
Ovoid Vault: The entrance to this ovoid chamber is only partially blocked by a circular stone door, which slides in and out of the wall. The red stone chamber is completely curved, with no angles or hard edges anywhere. The chamber is empty, but Azu and Franzine see a large grey and blue container in the center, similar to a sarcophagus, constructed from metal and glass. Arcana or Occultism!
Exit: The chamber’s massive exit door is made of pitch‑black stone. On the other side of the door (the side that faces the next room), there are six faintly glowing glyphs.
Nal Bagura |
Nal nods at Franzine's assessment, then slips into the Dressing Chamber. Her eyes scan the room, catching on the rows of hooks. "Hmm." Who would use those ones up high?
Society: 1d20 + 5 ⇒ (14) + 5 = 19
Franzine Morgenstern |
"This arch is huuuge."
Franzine remarks as she stares up to the apex, shielding her eyes from the bright light.
"The giant crystal is very pretty, too."
Religion: 1d20 + 7 ⇒ (10) + 7 = 17
She looks around for a Venture Captain to answer her query.
"Are we travelling to the Maze through this arch or the exit with the pitch black stone over there?"
Our Mysterious Benefactor |
Nal thinks the dressing chamber might be for really tall folk, while Franzine admires the crystal. A nearby human Venture Captain with wild eyes and a slightly sour smell about him answers FRanzine's question: "Yer off through the exit. Arch is still bein' studied, lass. MIGHT be safe, MIGHT eat yer soul. Canna know fer sure yet! Might need a couple more of them orphans to check it out."
Scratch Steeltoe |
Scratch also takes a good look at the arch with Fran "Who knows what crazy sorta druid pets need to fit through there... buggers couldda been draggin' whole herds of gargantuans through fer some reason."
Religion: 1d20 + 8 ⇒ (17) + 8 = 25
Elsha Ustosh |
Elsha follows the others to inspect the arch.
Arcana (eternity arch): 1d20 + 9 ⇒ (3) + 9 = 12
Hmm, so the f-f-feature is it lights up so you don't trip through it at night?
He quickly moves onto the ovoid chamber.
Now th-this is of remarkable craft. So smooth! And there's a lot of metal on that thing in the middle...
He steps closer...
Arcana (ovoid vault): 1d20 + 9 ⇒ (13) + 9 = 22
Professor Whitegourd |
Professor Whitegourd examines the vault.
arcana: 1d20 + 10 ⇒ (3) + 10 = 13
Our Mysterious Benefactor |
Scratch knows deep in his soul that this Arch is a powerful magical relic, chock full of magical power!
Elsha suddenly sees a strange grey and blue sarcophagus-like creation of metal and glass phase into existence in the ovoid chamber, then disappear! He hears a jumble of words—“for,” “me,” “no,” “run,” and “wait” among them, and then the box fades completely from view! Elsha ponders this and comes to the conclusion that this is a temporal malfunction - that the box exists in another time and should never have been visible here!
Unfortunately Elsha knows nothing more about the arch and the Professor has no insight into the vault.
Where to?
Scratch Steeltoe |
"Well shoot, if I were a wiser man I'd say we should stay here and study all this stuff to know end. But I ain't. I CAN say this arc is some powerful magic. Not sure if I could set enough explosives to bring it down.. just in case we need to that is." His eyes do linger a bit, wondering just where he'd need to plant explosives should need the need arise. Engineering +6
---
"I guess the next step is that room with all the glowing magic glyphs?" Scratch peeks into the room, checking behind the door first.
Our Mysterious Benefactor |
The exit door leads into a warren of branching hallways that seem to head off in all directions. As soon as two PCs agree, we'll move to the next area.
Franzine Morgenstern |
Elsha got a 22 Arcana on the Ovoid Vault.
Franzine stands in shock at the appearance of the strange blue sarcophagus.
"What in Holy Iomedae was that!?!"
She quickly draws her sword, then slides it back into its scabbard when no danger presents itself.
"That was very strange. What's going on here?"
She looks around nervously.